From 1f9fd791bbe68741b8273a64eb5c0abe928e431c Mon Sep 17 00:00:00 2001 From: whiteshark0 Date: Sun, 23 Sep 2007 14:00:46 +0000 Subject: New class for score management -Scores are raised when PopUp slides under the scorebg -1 to 6 Player support (even 5 Players(not supported by Core atm)) -Display 3 Players instead of 2 when 4 Players are set in the Options and Screens=2 Ratingbar is not drawn by class atm. Have to be done git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@430 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Classes/UDraw.pas | 8 +- Game/Code/Classes/UGraphic.pas | 53 ++- Game/Code/Classes/USingNotes.pas | 10 + Game/Code/Classes/USingScores.pas | 759 ++++++++++++++++++++++++++++++++++++++ 4 files changed, 814 insertions(+), 16 deletions(-) create mode 100644 Game/Code/Classes/USingNotes.pas create mode 100644 Game/Code/Classes/USingScores.pas (limited to 'Game/Code/Classes') diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas index 4c5d2ce0..5a175289 100644 --- a/Game/Code/Classes/UDraw.pas +++ b/Game/Code/Classes/UDraw.pas @@ -713,7 +713,7 @@ begin end; //end Singbar Mod - //PhrasenBonus - Line Bonus Mod + {//PhrasenBonus - Line Bonus Mod if Ini.LineBonus > 0 then begin A := GetTickCount div 33; if (A <> Tickold2) AND (Player[0].LineBonus_Visible) then begin @@ -784,7 +784,7 @@ begin end; end; end; - //PhrasenBonus - Line Bonus Mod End + //PhrasenBonus - Line Bonus Mod End } // Set the note heights according to the difficulty level case Ini.Difficulty of @@ -1127,7 +1127,7 @@ begin end; //end Singbar Mod - //PhrasenBonus - Line Bonus Mod + {//PhrasenBonus - Line Bonus Mod if ((Ini.LineBonus > 0) AND (DLLMan.Selected.EnLineBonus_O)) OR (DLLMan.Selected.EnLineBonus) then begin A := GetTickCount div 33; if (A <> Tickold2) AND (Player[0].LineBonus_Visible) then begin @@ -1214,7 +1214,7 @@ begin end; end; end; -//PhrasenBonus - Line Bonus Mod End +//PhrasenBonus - Line Bonus Mod End } // resize the notes according to the difficulty level case Ini.Difficulty of diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas index f350d0d2..6ea89c0f 100644 --- a/Game/Code/Classes/UGraphic.pas +++ b/Game/Code/Classes/UGraphic.pas @@ -156,6 +156,9 @@ var Tex_SingLineBonusBack: array[0..8] of TTexture; //End PhrasenBonus - Line Bonus Mod + //ScoreBG Texs + Tex_ScoreBG: array [0..5] of TTexture; + const Skin_BGColorR = 1; Skin_BGColorG = 1; @@ -315,22 +318,48 @@ begin //Line Bonus PopUp for P := 0 to 8 do begin - Tex_SingLineBonusBack[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LineBonusBack')), 'PNG', 'Colorized', $FFFFFF); + Case P of + 0: begin + R := 1; + G := 0; + B := 0; + end; + 1..3: begin + R := 1; + G := (P * 0.25); + B := 0; + end; + 4: begin + R := 1; + G := 1; + B := 0; + end; + 5..7: begin + R := 1-((P-4)*0.25); + G := 1; + B := 0; + end; + 8: begin + R := 0; + G := 1; + B := 0; + end; + End; + + Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + Tex_SingLineBonusBack[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LineBonusBack')), 'PNG', 'Colorized', Col); end; + + //Score BG Textures + for P := 0 to 5 do begin + LoadColor(R, G, B, 'P' + IntToStr(P+1) + 'Light'); + Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + Tex_ScoreBG[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreBG')), 'PNG', 'Colorized', Col); + end; + {$ENDIF} - - - {//Set Texture to Font High - Tex_SingLineBonusL.H := 32; Tex_SingLineBonusL.W := 8; - Tex_SingLineBonusM.H := 32; //Tex_SingLineBonusM.TexW := Tex_SingLineBonusM.TexW/2; - Tex_SingLineBonusR.H := 32; Tex_SingLineBonusR.W := 8; } - //PhrasenBonus - Line Bonus Mod End Log.LogStatus('Loading Textures - D', 'LoadTextures'); - - // tworzenie czcionek -// Log.LogStatus('Building Fonts', 'LoadTextures'); -// BuildFont; end; procedure Initialize3D (Title: string); diff --git a/Game/Code/Classes/USingNotes.pas b/Game/Code/Classes/USingNotes.pas new file mode 100644 index 00000000..e2162bf1 --- /dev/null +++ b/Game/Code/Classes/USingNotes.pas @@ -0,0 +1,10 @@ +unit USingNotes; + +interface +{ Dummy Unit atm + For further expantation + Placeholder for Class that will handle the Notes Drawing} + +implementation + +end. diff --git a/Game/Code/Classes/USingScores.pas b/Game/Code/Classes/USingScores.pas new file mode 100644 index 00000000..27a65b32 --- /dev/null +++ b/Game/Code/Classes/USingScores.pas @@ -0,0 +1,759 @@ +unit USingScores; + +interface +uses UThemes, OpenGl12, UTexture; + +//Some Constances containing Options that could change by time +const + MaxPlayers = 6; //Maximum of Players that could be added + MaxPositions = 6; //Maximum of Score Positions that could be added + +type + //----------- + // TScorePlayer - Record Containing Information about a Players Score + //----------- + TScorePlayer = record + Position: Byte; //Index of the Position where the Player should be Drawn + Enabled: Boolean; //Is the Score Display Enabled + Visible: Boolean; //Is the Score Display Visible + Score: Word; //Current Score of the Player + ScoreDisplayed: Word; //Score cur. Displayed(for counting up) + ScoreBG: TTexture;//Texture of the Players Scores BG + Color: TRGB; //Teh Players Color + end; + aScorePlayer = array[0..MaxPlayers-1] of TScorePlayer; + + //----------- + // TScorePosition - Record Containing Information about a Score Position, that can be used + //----------- + PScorePosition = ^TScorePosition; + TScorePosition = record + //The Position is Used for Which Playercount + PlayerCount: Byte; + // 1 - One Player per Screen + // 2 - 2 Players per Screen + // 4 - 3 Players per Screen + // 6 would be 2 and 3 Players per Screen + + BGX: Real; //X Position of the Score BG + BGY: Real; //Y Position of the Score BG + BGW: Real; //Width of the Score BG + BGH: Real; //Height of the Score BG + + RBX: Real; //X Position of the Rating Bar + RBY: Real; //Y Position of the Rating Bar + RBW: Real; //Width of the Rating Bar + RBH: Real; //Height of the Rating Bar + + TextX: Real; //X Position of the Score Text + TextY: Real; //Y Position of the Score Text + TextFont: Byte; //Font of the Score Text + TextSize: Byte; //Size of the Score Text + + PUW: Real; //Width of the LineBonus Popup + PUH: Real; //Height of the LineBonus Popup + PUFont: Byte; //Font for the PopUps + PUFontSize: Byte; //FontSize for the PopUps + PUStartX: Real; //X Start Position of the LineBonus Popup + PUStartY: Real; //Y Start Position of the LineBonus Popup + PUTargetX: Real; //X Target Position of the LineBonus Popup + PUTargetY: Real; //Y Target Position of the LineBonus Popup + end; + aScorePosition = array[0..MaxPositions-1] of TScorePosition; + + //----------- + // TScorePopUp - Record Containing Information about a LineBonus Popup + // List, Next Item is Saved in Next attribute + //----------- + PScorePopUp = ^TScorePopUp; + TScorePopUp = record + Player: Byte; //Index of the PopUps Player + TimeStamp: Cardinal; //Timestamp of Popups Spawn + Rating: Byte; //0 to 8, Type of Rating (Cool, bad, etc.) + ScoreGiven:Word; //Score that has already been given to the Player + ScoreDiff: Word; //Difference Between Cur Score at Spawn and Old Score + Next: PScorePopUp; //Next Item in List + end; + aScorePopUp = array of TScorePopUp; + + //----------- + // TSingScores - Class containing Scores Positions and Drawing Scores, Rating Bar + Popups + //----------- + TSingScores = class + private + Positions: aScorePosition; + aPlayers: aScorePlayer; + oPositionCount: Byte; + oPlayerCount: Byte; + + //Saves the First and Last Popup of the List + FirstPopUp: PScorePopUp; + LastPopUp: PScorePopUp; + + //Procedure Draws a Popup by Pointer + Procedure DrawPopUp(const PopUp: PScorePopUp); + + //Procedure Draws a Score by Playerindex + Procedure DrawScore(const Index: Integer); + + //Procedure Removes a PopUp w/o destroying the List + Procedure KillPopUp(const last, cur: PScorePopUp); + public + Settings: record //Record containing some Displaying Options + Phase1Time: Real; //time for Phase 1 to complete (in msecs) + //The Plop Up of the PopUp + Phase2Time: Real; //time for Phase 2 to complete (in msecs) + //The Moving (mainly Upwards) of the Popup + Phase3Time: Real; //time for Phase 3 to complete (in msecs) + //The Fade out and Score adding + + PopUpTex: Array [0..8] of TTexture; //Textures for every Popup Rating + + RatingBar_BG_Tex: TTexture; //Rating Bar Texs + RatingBar_FG_Tex: TTexture; + RatingBar_Bar_Tex: TTexture; + + end; + + //Propertys for Reading Position and Playercount + Property PositionCount: Byte read oPositionCount; + Property PlayerCount: Byte read oPlayerCount; + Property Players: aScorePlayer read aPlayers; + + //Constructor just sets some standard Settings + Constructor Create; + + //Procedure Adds a Position to Array and Increases Position Count + Procedure AddPosition(const pPosition: PScorePosition); + + //Procedure Adds a Player to Array and Increases Player Count + Procedure AddPlayer(const ScoreBG: TTexture; const Color: TRGB; const Score: Word = 0; const Enabled: Boolean = True; const Visible: Boolean = True); + + //Change a Players Visibility, Enable + Procedure ChangePlayerVisibility(const Index: Byte; const pVisible: Boolean); + Procedure ChangePlayerEnabled(const Index: Byte; const pEnabled: Boolean); + + //Procedure Deletes all Player Information + Procedure ClearPlayers; + + //Procedure Deletes Positions and Playerinformation + Procedure Clear; + + //Procedure Loads some Settings and the Positions from Theme + Procedure LoadfromTheme; + + //Procedure has to be called after Positions and Players have been added, before first call of Draw + //It gives every Player a Score Position + Procedure Init; + + //Spawns a new Line Bonus PopUp for the Player + Procedure SpawnPopUp(const PlayerIndex: Byte; const Rating: Byte; const Score: Word); + + //Removes all PopUps from Mem + Procedure KillAllPopUps; + + //Procedure Draws Scores and Linebonus PopUps + Procedure Draw; + end; + + +implementation +uses SDL, SysUtils, ULog, UGraphic, TextGL; + +//----------- +//Constructor just sets some standard Settings +//----------- +Constructor TSingScores.Create; +begin + //Clear PopupList Pointers + FirstPopUp := nil; + LastPopUp := nil; + + //Clear Position Index + oPositionCount := 0; + oPlayerCount := 0; + + Settings.Phase1Time := 1000; + Settings.Phase2Time := 2000; + Settings.Phase3Time := 2000; + + Settings.PopUpTex[0].TexNum := High(gluInt); + Settings.PopUpTex[1].TexNum := High(gluInt); + Settings.PopUpTex[2].TexNum := High(gluInt); + Settings.PopUpTex[3].TexNum := High(gluInt); + Settings.PopUpTex[4].TexNum := High(gluInt); + Settings.PopUpTex[5].TexNum := High(gluInt); + Settings.PopUpTex[6].TexNum := High(gluInt); + Settings.PopUpTex[7].TexNum := High(gluInt); + Settings.PopUpTex[8].TexNum := High(gluInt); + + Settings.RatingBar_BG_Tex.TexNum := High(gluInt); + Settings.RatingBar_FG_Tex.TexNum := High(gluInt); + Settings.RatingBar_Bar_Tex.TexNum := High(gluInt); +end; + +//----------- +//Procedure Adds a Position to Array and Increases Position Count +//----------- +Procedure TSingScores.AddPosition(const pPosition: PScorePosition); +begin + if (PositionCount < MaxPositions) then + begin + Positions[PositionCount] := pPosition^; + + Inc(oPositionCount); + end; +end; + +//----------- +//Procedure Adds a Player to Array and Increases Player Count +//----------- +Procedure TSingScores.AddPlayer(const ScoreBG: TTexture; const Color: TRGB; const Score: Word; const Enabled: Boolean; const Visible: Boolean); +begin + if (PlayerCount < MaxPlayers) then + begin + aPlayers[PlayerCount].Position := High(byte); + aPlayers[PlayerCount].Enabled := Enabled; + aPlayers[PlayerCount].Visible := Visible; + aPlayers[PlayerCount].Score := Score; + aPlayers[PlayerCount].ScoreDisplayed := Score; + aPlayers[PlayerCount].ScoreBG := ScoreBG; + aPlayers[PlayerCount].Color := Color; + + Inc(oPlayerCount); + end; +end; + +//----------- +//Change a Players Visibility +//----------- +Procedure TSingScores.ChangePlayerVisibility(const Index: Byte; const pVisible: Boolean); +begin + if (Index < MaxPlayers) then + aPlayers[Index].Visible := pVisible; +end; + +//----------- +//Change Player Enabled +//----------- +Procedure TSingScores.ChangePlayerEnabled(const Index: Byte; const pEnabled: Boolean); +begin + if (Index < MaxPlayers) then + aPlayers[Index].Enabled := pEnabled; +end; + +//----------- +//Procedure Deletes all Player Information +//----------- +Procedure TSingScores.ClearPlayers; +begin + KillAllPopUps; + oPlayerCount := 0; +end; + +//----------- +//Procedure Deletes Positions and Playerinformation +//----------- +Procedure TSingScores.Clear; +begin + KillAllPopUps; + oPlayerCount := 0; + oPositionCount := 0; +end; + +//----------- +//Procedure Loads some Settings and the Positions from Theme +//----------- +Procedure TSingScores.LoadfromTheme; +var I: Integer; + Procedure AddbyStatics(const PC: Byte; const ScoreStatic, SingBarStatic: TThemeStatic; ScoreText: TThemeText); + var nPosition: TScorePosition; + begin + nPosition.PlayerCount := PC; //Only for one Player Playing + + nPosition.BGX := ScoreStatic.X; + nPosition.BGY := ScoreStatic.Y; + nPosition.BGW := ScoreStatic.W; + nPosition.BGH := ScoreStatic.H; + + nPosition.TextX := ScoreText.X; + nPosition.TextY := ScoreText.Y; + nPosition.TextFont := ScoreText.Font; + nPosition.TextSize := ScoreText.Size; + + nPosition.RBX := SingBarStatic.X; + nPosition.RBY := SingBarStatic.Y; + nPosition.RBW := SingBarStatic.W; + nPosition.RBH := SingBarStatic.H; + + nPosition.PUW := nPosition.BGW; + nPosition.PUH := nPosition.BGH; + + nPosition.PUFont := 2; + nPosition.PUFontSize := 6; + + nPosition.PUStartX := nPosition.BGX; + nPosition.PUStartY := nPosition.TextY + 65; + + nPosition.PUTargetX := nPosition.BGX; + nPosition.PUTargetY := nPosition.TextY; + + AddPosition(@nPosition); + end; +begin + Clear; + + //Set Textures + //Popup Tex + For I := 0 to 8 do + Settings.PopUpTex[I] := Tex_SingLineBonusBack[I]; + + //Rating Bar Tex + Settings.RatingBar_BG_Tex := Tex_SingBar_Back; + Settings.RatingBar_FG_Tex := Tex_SingBar_Front; + Settings.RatingBar_Bar_Tex := Tex_SingBar_Bar; + + //Load Positions from Theme + + // Player1: + AddByStatics(1, Theme.Sing.StaticP1ScoreBG, Theme.Sing.StaticP1SingBar, Theme.Sing.TextP1Score); + AddByStatics(2, Theme.Sing.StaticP1TwoPScoreBG, Theme.Sing.StaticP1TwoPSingBar, Theme.Sing.TextP1TwoPScore); + AddByStatics(4, Theme.Sing.StaticP1ThreePScoreBG, Theme.Sing.StaticP1ThreePSingBar, Theme.Sing.TextP1ThreePScore); + + // Player2: + AddByStatics(2, Theme.Sing.StaticP2RScoreBG, Theme.Sing.StaticP2RSingBar, Theme.Sing.TextP2RScore); + AddByStatics(4, Theme.Sing.StaticP2MScoreBG, Theme.Sing.StaticP2MSingBar, Theme.Sing.TextP2MScore); + + // Player3: + AddByStatics(4, Theme.Sing.StaticP3RScoreBG, Theme.Sing.StaticP3RScoreBG, Theme.Sing.TextP3RScore); +end; + +//----------- +//Spawns a new Line Bonus PopUp for the Player +//----------- +Procedure TSingScores.SpawnPopUp(const PlayerIndex: Byte; const Rating: Byte; const Score: Word); +var Cur: PScorePopUp; +begin + Log.LogError('Spawn PopUp: Score: ' + InttoStr(Score)); + if (PlayerIndex < PlayerCount) then + begin + //Get Memory and Add Data + GetMem(Cur, SizeOf(TScorePopUp)); + + Cur.Player := PlayerIndex; + Cur.TimeStamp := SDL_GetTicks; + Cur.Rating := Rating; + Cur.ScoreGiven:= 0; + If (Players[PlayerIndex].Score < Score) then + begin + Cur.ScoreDiff := Score - Players[PlayerIndex].Score; + aPlayers[PlayerIndex].Score := Score; + end + else + Cur.ScoreDiff := 0; + Cur.Next := nil; + + //Log.LogError('TSingScores.SpawnPopUp| Player: ' + InttoStr(PlayerIndex) + ', Score: ' + InttoStr(Score) + ', ScoreDiff: ' + InttoStr(Cur.ScoreDiff)); + + //Add it to the Chain + if (FirstPopUp = nil) then + //the first PopUp in the List + FirstPopUp := Cur + else + //second or earlier popup + LastPopUp.Next := Cur; + + //Set new Popup to Last PopUp in the List + LastPopUp := Cur; + end + else + Log.LogError('TSingScores: Try to add PopUp for not existing player'); +end; + +//----------- +// Removes a PopUp w/o destroying the List +//----------- +Procedure TSingScores.KillPopUp(const last, cur: PScorePopUp); +begin + //Give Player the Last Points that missing till now + aPlayers[Cur.Player].ScoreDisplayed := aPlayers[Cur.Player].ScoreDisplayed + Cur.ScoreDiff - Cur.ScoreGiven; + + //If this is the First PopUp => Make Next PopUp the First + If (Cur = FirstPopUp) then + FirstPopUp := Cur.Next + //Else => Remove Curent Popup from Chain + else + Last.Next := Cur.Next; + + //If this is the Last PopUp, Make PopUp before the Last + If (Cur = LastPopUp) then + LastPopUp := Last; + + //Free the Memory + FreeMem(Cur, SizeOf(TScorePopUp)); +end; + +//----------- +//Removes all PopUps from Mem +//----------- +Procedure TSingScores.KillAllPopUps; +var + Cur: PScorePopUp; + Last: PScorePopUp; +begin + Cur := FirstPopUp; + + //Remove all PopUps: + While (Cur <> nil) do + begin + Last := Cur; + Cur := Cur.Next; + FreeMem(Last, SizeOf(TScorePopUp)); + end; + + FirstPopUp := nil; + LastPopUp := nil; +end; + +//----------- +//Init - has to be called after Positions and Players have been added, before first call of Draw +//It gives every Player a Score Position +//----------- +Procedure TSingScores.Init; +var + PlC: Array [0..1] of Byte; //Playercount First Screen and Second Screen + I, J: Integer; + MaxPlayersperScreen: Byte; + CurPlayer: Byte; + + Function GetPositionCountbyPlayerCount(bPlayerCount: Byte): Byte; + var I: Integer; + begin + Result := 0; + bPlayerCount := 1 shl (bPlayerCount - 1); + + For I := 0 to PositionCount-1 do + begin + If ((Positions[I].PlayerCount AND bPlayerCount) <> 0) then + Inc(Result); + end; + end; + + Function GetPositionbyPlayernum(bPlayerCount, bPlayer: Byte): Byte; + var I: Integer; + begin + bPlayerCount := 1 shl (bPlayerCount - 1); + Result := High(Byte); + + For I := 0 to PositionCount-1 do + begin + If ((Positions[I].PlayerCount AND bPlayerCount) <> 0) then + begin + If (bPlayer = 0) then + begin + Result := I; + Break; + end + else + Dec(bPlayer); + end; + end; + end; + +begin + + For I := 1 to 6 do + begin + //If there are enough Positions -> Write to MaxPlayers + If (GetPositionCountbyPlayerCount(I) = I) then + MaxPlayersperScreen := I + else + Break; + end; + + + //Split Players to both Screen or Display on One Screen + if (Screens = 2) and (MaxPlayersperScreen < PlayerCount) then + begin + PlC[0] := PlayerCount div 2 + PlayerCount mod 2; + PlC[1] := PlayerCount div 2; + end + else + begin + PlC[0] := PlayerCount; + PlC[1] := 0; + end; + + + //Check if there are enough Positions for all Players + For I := 0 to Screens - 1 do + begin + if (PlC[I] > MaxPlayersperScreen) then + begin + PlC[I] := MaxPlayersperScreen; + Log.LogError('More Players than available Positions, TSingScores'); + end; + end; + + CurPlayer := 0; + //Give every Player a Position + For I := 0 to Screens - 1 do + For J := 0 to PlC[I]-1 do + begin + aPlayers[CurPlayer].Position := GetPositionbyPlayernum(PlC[I], J) OR (I shl 7); + //Log.LogError('Player ' + InttoStr(CurPlayer) + ' gets Position: ' + InttoStr(aPlayers[CurPlayer].Position)); + Inc(CurPlayer); + end; +end; + +//----------- +//Procedure Draws Scores and Linebonus PopUps +//----------- +Procedure TSingScores.Draw; +var + I: Integer; + CurTime: Cardinal; + CurPopUp, LastPopUp: PScorePopUp; +begin + CurTime := SDL_GetTicks; + + //Draw Popups + LastPopUp := nil; + CurPopUp := FirstPopUp; + + While (CurPopUp <> nil) do + begin + if (CurTime - CurPopUp.TimeStamp > Settings.Phase1Time + Settings.Phase2Time + Settings.Phase3Time) then + begin + KillPopUp(LastPopUp, CurPopUp); + if (LastPopUp = nil) then + CurPopUp := FirstPopUp + else + CurPopUp := LastPopUp.Next; + end + else + begin + DrawPopUp(CurPopUp); + LastPopUp := CurPopUp; + CurPopUp := LastPopUp.Next; + end; + end; + + + //Draw Players + For I := 0 to PlayerCount-1 do + begin + DrawScore(I); + end; +end; + +//----------- +//Procedure Draws a Popup by Pointer +//----------- +Procedure TSingScores.DrawPopUp(const PopUp: PScorePopUp); +var + Progress: Real; + CurTime: Cardinal; + X, Y, W, H, Alpha: Real; + FontSize: Byte; + TimeDiff: Cardinal; + PIndex: Byte; + TextLen: Real; + ScoretoAdd: Word; + PosDiff: Real; +begin + if (PopUp <> nil) then + begin + //Only Draw if Player has a Position + PIndex := Players[PopUp.Player].Position; + If PIndex <> high(byte) then + begin + //Only Draw if Player is on Cur Screen + If ((Players[PopUp.Player].Position AND 128) = 0) = (ScreenAct = 1) then + begin + CurTime := SDL_GetTicks; + TimeDiff := CurTime - PopUp.TimeStamp; + + //Get Position of PopUp + PIndex := PIndex AND 127; + + + //Check for Phase ... + If (TimeDiff <= Settings.Phase1Time) then + begin + //Phase 1 - The Ploping up + Progress := TimeDiff / Settings.Phase1Time; + + + W := Positions[PIndex].PUW * Sin(Progress/2*Pi); + H := Positions[PIndex].PUH * Sin(Progress/2*Pi); + + X := Positions[PIndex].PUStartX + (Positions[PIndex].PUW - W)/2; + Y := Positions[PIndex].PUStartY + (Positions[PIndex].PUH - H)/2; + + FontSize := Round(Progress * Positions[PIndex].PUFontSize); + Alpha := 1; + end + + Else If (TimeDiff <= Settings.Phase2Time + Settings.Phase1Time) then + begin + //Phase 2 - The Moving + Progress := (TimeDiff - Settings.Phase1Time) / Settings.Phase2Time; + + W := Positions[PIndex].PUW; + H := Positions[PIndex].PUH; + + PosDiff := Positions[PIndex].PUTargetX - Positions[PIndex].PUStartX; + If PosDiff > 0 then + PosDiff := PosDiff + W; + X := Positions[PIndex].PUStartX + PosDiff * sqr(Progress); + + PosDiff := Positions[PIndex].PUTargetY - Positions[PIndex].PUStartY; + If PosDiff < 0 then + PosDiff := PosDiff + Positions[PIndex].BGH; + Y := Positions[PIndex].PUStartY + PosDiff * sqr(Progress); + + FontSize := Positions[PIndex].PUFontSize; + Alpha := 1 - 0.3 * Progress; + end + + else + begin + //Phase 3 - The Fading out + Score adding + Progress := (TimeDiff - Settings.Phase1Time - Settings.Phase2Time) / Settings.Phase3Time; + + If (PopUp.Rating > 0) then + begin + //Add Scores + ScoreToAdd := Round(PopUp.ScoreDiff * Progress) - PopUp.ScoreGiven; + Inc(PopUp.ScoreGiven, ScoreToAdd); + aPlayers[PopUp.Player].ScoreDisplayed := Players[PopUp.Player].ScoreDisplayed + ScoreToAdd; + + //Set Positions etc. + Alpha := 0.7 - 0.7 * Progress; + + W := Positions[PIndex].PUW; + H := Positions[PIndex].PUH; + + PosDiff := Positions[PIndex].PUTargetX - Positions[PIndex].PUStartX; + If (PosDiff > 0) then + PosDiff := W + else + PosDiff := 0; + X := Positions[PIndex].PUTargetX + PosDiff * Progress; + + PosDiff := Positions[PIndex].PUTargetY - Positions[PIndex].PUStartY; + If (PosDiff < 0) then + PosDiff := -Positions[PIndex].BGH + else + PosDiff := 0; + Y := Positions[PIndex].PUTargetY - PosDiff * (1-Progress); + + FontSize := Positions[PIndex].PUFontSize; + end + else + begin + //Here the Effect that Should be shown if a PopUp without Score is Drawn + //And or Spawn with the GraphicObjects etc. + //Some Work for Blindy to do :P + + //ATM: Just Let it Slide in the Scores just like the Normal PopUp + Alpha := 0; + end; + end; + + //Draw PopUp + + if (Alpha > 0) then + begin + //Draw BG: + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glColor4f(1,1,1, Alpha); + glBindTexture(GL_TEXTURE_2D, Settings.PopUpTex[PopUp.Rating].TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X, Y); + glTexCoord2f(0, Settings.PopUpTex[PopUp.Rating].TexH); glVertex2f(X, Y + H); + glTexCoord2f(Settings.PopUpTex[PopUp.Rating].TexW, Settings.PopUpTex[PopUp.Rating].TexH); glVertex2f(X + W, Y + H); + glTexCoord2f(Settings.PopUpTex[PopUp.Rating].TexW, 0); glVertex2f(X + W, Y); + glEnd; + + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + //Set FontStyle and Size + SetFontStyle(Positions[PIndex].PUFont); + SetFontItalic(False); + SetFontSize(FontSize); + + //Draw Text + TextLen := glTextWidth(PChar(Theme.Sing.LineBonusText[PopUp.Rating])); + + //Color and Pos + SetFontPos (X + (W - TextLen) / 2, Y + 12); + glColor4f(1, 1, 1, Alpha); + + //Draw + glPrint(PChar(Theme.Sing.LineBonusText[PopUp.Rating])); + end; //eo Alpha check + end; //eo Right Screen + end; //eo Player has Position + end + else + Log.LogError('TSingScores: Try to Draw a not existing PopUp'); +end; + +//----------- +//Procedure Draws a Score by Playerindex +//----------- +Procedure TSingScores.DrawScore(const Index: Integer); +var + Position: PScorePosition; + ScoreStr: String; +begin + //Only Draw if Player has a Position + If Players[Index].Position <> high(byte) then + begin + //Only Draw if Player is on Cur Screen + If ((Players[Index].Position AND 128) = 0) = (ScreenAct = 1) then + begin + Position := @Positions[Players[Index].Position and 127]; + + //Draw ScoreBG + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glColor4f(1,1,1, 1); + glBindTexture(GL_TEXTURE_2D, Players[Index].ScoreBG.TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Position.BGX, Position.BGY); + glTexCoord2f(0, Players[Index].ScoreBG.TexH); glVertex2f(Position.BGX, Position.BGY + Position.BGH); + glTexCoord2f(Players[Index].ScoreBG.TexW, Players[Index].ScoreBG.TexH); glVertex2f(Position.BGX + Position.BGW, Position.BGY + Position.BGH); + glTexCoord2f(Players[Index].ScoreBG.TexW, 0); glVertex2f(Position.BGX + Position.BGW, Position.BGY); + glEnd; + + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + //Draw Score Text + SetFontStyle(Position.TextFont); + SetFontItalic(False); + SetFontSize(Position.TextSize); + SetFontPos(Position.TextX, Position.TextY); + + ScoreStr := InttoStr(Players[Index].ScoreDisplayed div 10) + '0'; + While (Length(ScoreStr) < 5) do + ScoreStr := '0' + ScoreStr; + + glPrint(PChar(ScoreStr)); + + end; //eo Right Screen + end; //eo Player has Position +end; + +end. -- cgit v1.2.3